/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/dcgf.h" #include "engines/wintermute/Base/BGame.h" #include "engines/wintermute/Base/BRenderSDL.h" #include "engines/wintermute/utils/PathUtil.h" #include "engines/wintermute/PlatformSDL.h" #include "engines/wintermute/Base/BRegistry.h" #include "engines/wintermute/Base/BSoundMgr.h" #include "engines/wintermute/Base/scriptables/ScEngine.h" #include "common/str.h" #include "common/textconsole.h" #include "common/system.h" namespace WinterMute { CBGame *CBPlatform::Game = NULL; #define CLASS_NAME "GF_FRAME" ////////////////////////////////////////////////////////////////////////// int CBPlatform::Initialize(CBGame *inGame, int argc, char *argv[]) { //setlocale(LC_CTYPE, ""); Game = inGame; if (!Game) return 1; bool windowedMode = true; // parse command line char *SaveGame = NULL; char param[MAX_PATH]; for (int i = 0; i < argc; i++) { strcpy(param, argv[i]); if (scumm_stricmp(param, "-project") == 0) { if (argc > i) strcpy(param, argv[i + 1]); else param[0] = '\0'; if (strcmp(param, "") != 0) { char *IniDir = CBUtils::GetPath(param); char *IniName = CBUtils::GetFilename(param); // switch to ini's dir warning("TODO: Place ini-files somewhere"); // chdir(IniDir); // set ini name sprintf(param, "./%s", IniName); Game->_registry->SetIniName(param); delete [] IniDir; delete [] IniName; } } else if (scumm_stricmp(param, "-windowed") == 0) windowedMode = true; } if (Game->_registry->ReadBool("Debug", "DebugMode")) Game->DEBUG_DebugEnable("./wme.log"); Game->_dEBUG_ShowFPS = Game->_registry->ReadBool("Debug", "ShowFPS"); if (Game->_registry->ReadBool("Debug", "DisableSmartCache")) { Game->LOG(0, "Smart cache is DISABLED"); Game->_smartCache = false; } /* bool AllowDirectDraw = Game->_registry->ReadBool("Debug", "AllowDirectDraw", false);*/ // load general game settings Game->Initialize1(); if (FAILED(Game->LoadSettings("startup.settings"))) { Game->LOG(0, "Error loading game settings."); delete Game; Game = NULL; warning("Some of the essential files are missing. Please reinstall."); return 2; } Game->Initialize2(); Game->GetDebugMgr()->OnGameInit(); Game->_scEngine->LoadBreakpoints(); HRESULT ret; // initialize the renderer ret = Game->_renderer->InitRenderer(Game->_settingsResWidth, Game->_settingsResHeight, windowedMode); if (FAILED(ret)) { Game->LOG(ret, "Error initializing renderer. Exiting."); delete Game; Game = NULL; return 3; } Game->Initialize3(); #ifdef __IPHONEOS__ SDL_AddEventWatch(CBPlatform::SDLEventWatcher, NULL); #endif // initialize sound manager (non-fatal if we fail) ret = Game->_soundMgr->initialize(); if (FAILED(ret)) { Game->LOG(ret, "Sound is NOT available."); } // load game uint32 DataInitStart = GetTime(); if (FAILED(Game->LoadFile(Game->_settingsGameFile ? Game->_settingsGameFile : "default.game"))) { Game->LOG(ret, "Error loading game file. Exiting."); delete Game; Game = NULL; return false; } Game->SetWindowTitle(); Game->_renderer->_ready = true; Game->_miniUpdateEnabled = true; Game->LOG(0, "Engine initialized in %d ms", GetTime() - DataInitStart); Game->LOG(0, ""); if (SaveGame) { Game->LoadGame(SaveGame); delete [] SaveGame; } // all set, ready to go return 0; } ////////////////////////////////////////////////////////////////////////// int CBPlatform::MessageLoop() { bool done = false; while (!done) { Common::Event event; while (g_system->getEventManager()->pollEvent(event)) { HandleEvent(&event); } if (Game && Game->_renderer->_active && Game->_renderer->_ready) { Game->DisplayContent(); Game->DisplayQuickMsg(); Game->DisplayDebugInfo(); // ***** flip if (!Game->_suspendedRendering) Game->_renderer->Flip(); if (Game->_loading) Game->LoadGame(Game->_scheduledLoadSlot); } if (Game->_quitting) break; } if (Game) { // remember previous window position /* if(Game->_renderer && Game->_renderer->_windowed) { if(!::IsIconic(Game->_renderer->_window)) { int PosX = Game->_renderer->_windowRect.left; int PosY = Game->_renderer->_windowRect.top; PosX -= Game->_renderer->_monitorRect.left; PosY -= Game->_renderer->_monitorRect.top; Game->_registry->WriteInt("Video", "WindowPosX", PosX); Game->_registry->WriteInt("Video", "WindowPosY", PosY); } } */ delete Game; Game = NULL; } return 0; } ////////////////////////////////////////////////////////////////////////// void CBPlatform::HandleEvent(Common::Event *event) { switch (event->type) { case Common::EVENT_LBUTTONDOWN: if (Game) { if (Game->IsLeftDoubleClick()) Game->OnMouseLeftDblClick(); else Game->OnMouseLeftDown(); } break; case Common::EVENT_RBUTTONDOWN: if (Game) { if (Game->IsRightDoubleClick()) Game->OnMouseRightDblClick(); else Game->OnMouseRightDown(); } break; case Common::EVENT_MBUTTONDOWN: if (Game) Game->OnMouseMiddleDown(); break; case Common::EVENT_LBUTTONUP: if (Game) Game->OnMouseLeftUp(); break; case Common::EVENT_RBUTTONUP: if (Game) Game->OnMouseRightUp(); break; case Common::EVENT_MBUTTONUP: if (Game) Game->OnMouseMiddleUp(); break; case Common::EVENT_KEYDOWN: if (Game) Game->HandleKeypress(event); break; /*#ifdef __IPHONEOS__ { CBRenderSDL *renderer = static_cast(Game->_renderer); POINT p; GetCursorPos(&p); Game->SetActiveObject(renderer->GetObjectAt(p.x, p.y)); if (Game->_activeObject != NULL && strcmp(Game->_activeObject->GetClassName(), "CUIButton") == 0) { CUIButton *btn = static_cast(Game->_activeObject); if (btn->_visible && !btn->_disable) btn->_press = true; } } #endif*/ //TODO /* case SDL_MOUSEWHEEL: if (Game) Game->HandleMouseWheel(event->wheel.y); break; case SDL_KEYDOWN: case SDL_TEXTINPUT: if (Game) Game->HandleKeypress(event); break; case SDL_WINDOWEVENT: switch (event->window.event) { case SDL_WINDOWEVENT_FOCUS_GAINED: case SDL_WINDOWEVENT_RESTORED: if (Game) Game->OnActivate(true, true); SDL_ShowCursor(SDL_DISABLE); break; case SDL_WINDOWEVENT_FOCUS_LOST: case SDL_WINDOWEVENT_MINIMIZED: #ifndef __IPHONEOS__ if (Game) Game->OnActivate(false, false); SDL_ShowCursor(SDL_ENABLE); #endif break; case SDL_WINDOWEVENT_CLOSE: break; } break; */ case Common::EVENT_QUIT: #ifdef __IPHONEOS__ if (Game) { Game->AutoSaveOnExit(); Game->_quitting = true; } #else if (Game) Game->OnWindowClose(); #endif break; default: // TODO: Do we care about any other events? break; } } ////////////////////////////////////////////////////////////////////////// int CBPlatform::SDLEventWatcher(void *userdata, Common::Event *event) { //TODO /* if (event->type == SDL_WINDOWEVENT && event->window.event == SDL_WINDOWEVENT_MINIMIZED) { if (Game) Game->AutoSaveOnExit(); if (Game) Game->OnActivate(false, false); SDL_ShowCursor(SDL_ENABLE); } */ return 1; } ////////////////////////////////////////////////////////////////////////// // Win32 API bindings ////////////////////////////////////////////////////////////////////////// HINSTANCE CBPlatform::ShellExecute(HWND hwnd, LPCSTR lpOperation, LPCSTR lpFile, LPCSTR lpParameters, LPCSTR lpDirectory, int nShowCmd) { return NULL; } ////////////////////////////////////////////////////////////////////////// void CBPlatform::OutputDebugString(LPCSTR lpOutputString) { /* #ifdef __WIN32__ ::OutputDebugString(lpOutputString); #endif */ } ////////////////////////////////////////////////////////////////////////// uint32 CBPlatform::GetTime() { return g_system->getMillis(); } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::GetCursorPos(LPPOINT lpPoint) { CBRenderSDL *renderer = static_cast(Game->_renderer); Common::Point p = g_system->getEventManager()->getMousePos(); lpPoint->x = p.x; lpPoint->y = p.y; renderer->PointFromScreen(lpPoint); return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::SetCursorPos(int X, int Y) { CBRenderSDL *renderer = static_cast(Game->_renderer); POINT p; p.x = X; p.y = Y; renderer->PointToScreen(&p); // TODO //SDL_WarpMouseInWindow(renderer->GetSdlWindow(), p.x, p.y); return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::ShowWindow(HWND hWnd, int nCmdShow) { return false; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::DeleteFile(const char *lpFileName) { return remove(lpFileName) ? true : false; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::CopyFile(const char *from, const char *to, bool failIfExists) { // try { warning("CBPlatform::CopyFile(%s, %s, %d) - not implemented", from, to, failIfExists); return false; // if (failIfExists && boost::filesystem::exists(to)) return false; // boost::filesystem::copy_file(from, to); // return true; // } catch (...) { // return false; // } } ////////////////////////////////////////////////////////////////////////// HWND CBPlatform::SetCapture(HWND hWnd) { return NULL; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::ReleaseCapture() { return false; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::SetForegroundWindow(HWND hWnd) { return false; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::SetRectEmpty(LPRECT lprc) { lprc->left = lprc->right = lprc->top = lprc->bottom = 0; return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::IsRectEmpty(const LPRECT lprc) { return (lprc->left >= lprc->right) || (lprc->top >= lprc->bottom); } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::PtInRect(LPRECT lprc, POINT p) { return (p.x >= lprc->left) && (p.x < lprc->right) && (p.y >= lprc->top) && (p.y < lprc->bottom); } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::SetRect(LPRECT lprc, int left, int top, int right, int bottom) { lprc->left = left; lprc->top = top; lprc->right = right; lprc->bottom = bottom; return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::IntersectRect(LPRECT lprcDst, const LPRECT lprcSrc1, const LPRECT lprcSrc2) { if (IsRectEmpty(lprcSrc1) || IsRectEmpty(lprcSrc2) || lprcSrc1->left >= lprcSrc2->right || lprcSrc2->left >= lprcSrc1->right || lprcSrc1->top >= lprcSrc2->bottom || lprcSrc2->top >= lprcSrc1->bottom) { SetRectEmpty(lprcDst); return false; } lprcDst->left = MAX(lprcSrc1->left, lprcSrc2->left); lprcDst->right = MIN(lprcSrc1->right, lprcSrc2->right); lprcDst->top = MAX(lprcSrc1->top, lprcSrc2->top); lprcDst->bottom = MIN(lprcSrc1->bottom, lprcSrc2->bottom); return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::UnionRect(LPRECT lprcDst, RECT *lprcSrc1, RECT *lprcSrc2) { if (IsRectEmpty(lprcSrc1)) { if (IsRectEmpty(lprcSrc2)) { SetRectEmpty(lprcDst); return false; } else { *lprcDst = *lprcSrc2; } } else { if (IsRectEmpty(lprcSrc2)) { *lprcDst = *lprcSrc1; } else { lprcDst->left = MIN(lprcSrc1->left, lprcSrc2->left); lprcDst->top = MIN(lprcSrc1->top, lprcSrc2->top); lprcDst->right = MAX(lprcSrc1->right, lprcSrc2->right); lprcDst->bottom = MAX(lprcSrc1->bottom, lprcSrc2->bottom); } } return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::CopyRect(LPRECT lprcDst, RECT *lprcSrc) { if (lprcDst == NULL || lprcSrc == NULL) return false; *lprcDst = *lprcSrc; return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::OffsetRect(LPRECT lprc, int dx, int dy) { if (lprc == NULL) return false; lprc->left += dx; lprc->top += dy; lprc->right += dx; lprc->bottom += dy; return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::EqualRect(LPRECT rect1, LPRECT rect2) { return rect1->left == rect2->left && rect1->right == rect2->right && rect1->top == rect2->top && rect1->bottom == rect2->bottom; } ////////////////////////////////////////////////////////////////////////// AnsiString CBPlatform::GetSystemFontPath() { #ifdef __WIN32__ // we're looking for something like "c:\windows\fonts\"; char winDir[MAX_PATH + 1]; winDir[MAX_PATH] = '\0'; ::GetWindowsDirectory(winDir, MAX_PATH); return PathUtil::Combine(AnsiString(winDir), "fonts"); #else // !PORTME //return "/Library/Fonts/"; return ""; #endif } ////////////////////////////////////////////////////////////////////////// AnsiString CBPlatform::GetPlatformName() { // TODO: Should conform to the WME-spec. //return AnsiString(SDL_GetPlatform()); return AnsiString("ScummVM"); } ////////////////////////////////////////////////////////////////////////// char *CBPlatform::strupr(char *string) { if (string) { for (size_t i = 0; i < strlen(string); ++i) { string[i] = toupper(string[i]); } } return string; } ////////////////////////////////////////////////////////////////////////// char *CBPlatform::strlwr(char *string) { if (string) { for (size_t i = 0; i < strlen(string); ++i) { string[i] = tolower(string[i]); } } return string; } } // end of namespace WinterMute